封面
市場調查報告書
商品編碼
1797385

全球神經復健遊戲系統市場

Neurorehabilitation Gaming Systems

出版日期: | 出版商: Global Industry Analysts, Inc. | 英文 340 Pages | 商品交期: 最快1-2個工作天內

價格

本網頁內容可能與最新版本有所差異。詳細情況請與我們聯繫。

簡介目錄

到 2030 年,全球神經復健遊戲系統市場規模將達到 54 億美元

全球神經復健遊戲系統市場規模預計在2024年達到25億美元,預計2024年至2030年期間的複合年成長率為13.4%,到2030年將達到54億美元。硬體組件是本報告分析的細分市場之一,預計其複合年成長率將達到15.4%,到分析期結束時規模將達到38億美元。軟體組件細分市場在分析期間內的複合年成長率預計為9.7%。

美國市場預計將達到 6.899 億美元,而中國市場預計將以 18.3% 的複合年成長率成長

美國神經復健遊戲系統市場規模預計在2024年達到6.899億美元。作為世界第二大經濟體,中國預計到2030年市場規模將達到12億美元,在2024-2030年的分析期間內,複合年成長率為18.3%。其他值得關注的區域市場包括日本和加拿大,預計在分析期間內,這兩個市場的複合年成長率分別為9.6%和12.1%。在歐洲,預計德國市場的複合年成長率為10.7%。

全球神經復健遊戲系統市場—主要趨勢與促進因素摘要

遊戲技術將如何改變神經復健的實踐?

隨著遊戲技術成為現代神經治療治療性介入不可或缺的一部分,全球神經復健遊戲系統市場正在迅速發展。這些系統利用運動感測設備、VR/AR介面和遊戲化的認知任務,幫助中風、創傷性腦損傷、多發性硬化症和巴金森氏症等神經系統疾病患者復健。與重複性強且對體力要求高的傳統復健不同,神經復健遊戲系統提供身臨其境型互動環境,可提高患者的積極性、依從性和治療持續時間——所有這些都是恢復神經可塑性的關鍵因素。

以遊戲為基礎的復健融合了物理、認知和行為治療的元素,能夠實現針對運動協調性、記憶力、反應時間、注意力等的個人化訓練。先進的系統利用感測器和即時回饋,根據每位患者的復健軌跡進行調整,確保每個復健階段的訓練強度和複雜程度適宜。這些技術透過多感官互動刺激中樞神經系統,促進運動學習和認知參與,從而顯著改善治療效果。

支撐產品進步的技術基礎是什麼?

現代神經復健遊戲系統建立在先進的硬體和軟體生態系統之上。關鍵硬體組件包括慣性測量單元 (IMU)、肌電圖 (EMG) 感測器、壓敏墊以及基於相機的運動追蹤器,例如 Microsoft Kinect 和 Leap Motion。這些組件能夠即時追蹤身體運動,並將實體輸入轉換為遊戲元素。為了獲得更身臨其境的體驗,頭戴式 VR 顯示器和觸覺回饋設備可以模擬3D環境和觸覺,從而豐富神經回饋迴路。

軟體也同樣具有變革性,融合了基於人工智慧的個人化、自適應學習演算法和雲端基礎分析技術。患者的治療進度可以被縱向追蹤,治療師可以透過安全平台遠端修改治療參數。遊戲化元素,例如分數、任務、虛擬形象和基於目標的挑戰,都經過精心設計,旨在在長期治療週期中保持患者的參與。例如,在中風復健領域,虛擬釣魚和烹飪等VR遊戲已顯示出顯著改善患者手眼協調能力和功能獨立性。

遠距神經復健也正在蓬勃發展,使臨床治療在臨床環境之外也能持續進行。遠端遊戲平台和行動應用程式正在彌合農村和資源匱乏地區的可及性差距。與雲端的整合確保了患者和臨床醫生之間安全的數據共用,從而改善了即時干預和護理的連續性。隨著這些系統變得更加便攜、經濟實惠且以用戶為中心,它們的應用範圍正從醫院擴展到門診中心、養老院和私人住宅。

哪些應用和全球市場處於領先地位?

中風復健仍是神經復健遊戲系統規模最大、研究最多的應用領域。鑑於中風患者數量不斷成長,以及他們經常遭受的長期殘疾,已開發經濟體和新興經濟體的醫療保健系統正在投資技術主導的復健解決方案。同樣,患有帕金森氏症和阿茲海默症神經退化性疾病的患者也能從雙任務訓練中受益,這種訓練將運動活動與認知遊戲結合,以減緩功能衰退。

兒童神經復健是一個新興領域,充滿樂趣的互動環境可以增強腦性麻痹、泛自閉症障礙和發展遲緩兒童的治療效果。學校、小兒科診所和早期療育中心正在將基於平板電腦和擴增實境(AR)的遊戲融入治療環節,以提高患者的參與度和行為依從性。正在從創傷性腦損傷和創傷後壓力症候群(PTSD)中恢復的退伍軍人是另一個重要的使用者群體,遊戲化環境為他們提供了治療參與和情感緩解。

北美憑藉著強大的研發實力、完善的報銷框架以及對復健基礎設施的機構投資,引領全球市場。緊隨其後的是歐洲,因為在公共醫療系統和學術醫療中心的普及率較高。亞太地區由於老齡化人口眾多、中階不斷壯大以及人們對科技輔助治療的認知不斷提高,正在實現顯著成長。中國、日本、韓國和印度正在整合符合當地衛生重點的本地語言平台。

是什麼推動了全球神經復健遊戲系統市場的成長?

全球神經復健遊戲系統市場的成長受到多種因素的推動,包括神經系統疾病的增加、醫療保健的數位化不斷提高以及患者對居家復健的偏好。全球人口老化、中風發病率的上升、認知能力下降以及神經創傷,正在推動對可擴展且有效的治療解決方案的需求。傳統的治療模式面臨勞動力短缺、取得途徑有限和高成本的挑戰。

技術融合是關鍵驅動力。人工智慧、物聯網和擴增實境(XR) 的融合增強了個人化、依從性追蹤和臨床決策。多個國家已開始對數位療法實施報銷,這提高了商業性可行性,並鼓勵新興企業和醫療科技巨頭進入市場。醫院、大學和遊戲開發商之間的戰略夥伴關係正在推動符合監管要求、經過臨床驗證、有檢驗支持的遊戲通訊協定。

患者賦能也促進了市場的成長。使用者友善的介面和富有挑戰性的遊戲玩法使患者更有可能自主發起並堅持治療。隨著數位健康素養的提高和遠距復健基礎設施的擴展,神經復健遊戲系統有望發展成為急性護理和長期神經回復計畫的主流組成部分。

部分

組件(硬體、軟體)、遊戲系統(基於主機、基於 PC、動作捕捉、手勢追蹤、虛擬實境、擴增實境)、應用程式(中風復健、腦外傷復健、巴金森復健、多發性硬化症復健、脊髓損傷復健、腦性麻痹復健、其他應用)、最終用戶(醫院、復健中心、家庭護理機構)

受訪公司範例

  • Barrow Neurological Institute
  • Bionik Laboratories
  • BrainAble(Barcelona Brain Health Initiative)
  • Brontes Processing
  • Center for Neurotechnology(CNT)
  • Cognitive Therapeutics
  • DIH Technology
  • Eodyne Systems
  • Flint Rehabilitation Devices
  • Gait Up
  • Hocoma(a DIH brand)
  • Imago Rehab
  • Kinestica
  • Khymeia Group
  • LiteGait(Mobility Research)
  • MindMaze
  • Motek Medical(A DIH brand)
  • Neurofenix
  • NeuronUP
  • Tyromotion

人工智慧整合

全球產業分析師利用可操作的專家內容和人工智慧工具改變市場和競爭情報。

Global Industry Analysts 沒有遵循典型的 LLM 或特定於行業的 SLM查詢,而是建立了一個從世界各地的專家收集的內容庫,其中包括影片錄像、BLOG、搜尋引擎研究以及大量的公司、產品/服務和市場數據。

關稅影響係數

全球產業分析師根據公司總部所在國家、製造地和進出口(成品和原始設備製造商)情況預測其競爭地位的變化。這種複雜而多面的市場動態預計將以多種方式影響競爭對手,包括銷貨成本(COGS) 上升、盈利下降、供應鏈重組以及其他微觀和宏觀市場動態。

目錄

第1章調查方法

第2章執行摘要

  • 市場概覽
  • 主要企業
  • 市場趨勢和促進因素
  • 全球市場展望

第3章市場分析

  • 美國
  • 加拿大
  • 日本
  • 中國
  • 歐洲
  • 法國
  • 德國
  • 義大利
  • 英國
  • 西班牙
  • 俄羅斯
  • 其他歐洲國家
  • 亞太地區
  • 澳洲
  • 印度
  • 韓國
  • 其他亞太地區
  • 拉丁美洲
  • 阿根廷
  • 巴西
  • 墨西哥
  • 其他拉丁美洲
  • 中東
  • 伊朗
  • 以色列
  • 沙烏地阿拉伯
  • 阿拉伯聯合大公國
  • 其他中東地區
  • 非洲

第4章 競賽

簡介目錄
Product Code: MCP39097

Global Neurorehabilitation Gaming Systems Market to Reach US$5.4 Billion by 2030

The global market for Neurorehabilitation Gaming Systems estimated at US$2.5 Billion in the year 2024, is expected to reach US$5.4 Billion by 2030, growing at a CAGR of 13.4% over the analysis period 2024-2030. Hardware Component, one of the segments analyzed in the report, is expected to record a 15.4% CAGR and reach US$3.8 Billion by the end of the analysis period. Growth in the Software Component segment is estimated at 9.7% CAGR over the analysis period.

The U.S. Market is Estimated at US$689.9 Million While China is Forecast to Grow at 18.3% CAGR

The Neurorehabilitation Gaming Systems market in the U.S. is estimated at US$689.9 Million in the year 2024. China, the world's second largest economy, is forecast to reach a projected market size of US$1.2 Billion by the year 2030 trailing a CAGR of 18.3% over the analysis period 2024-2030. Among the other noteworthy geographic markets are Japan and Canada, each forecast to grow at a CAGR of 9.6% and 12.1% respectively over the analysis period. Within Europe, Germany is forecast to grow at approximately 10.7% CAGR.

Global Neurorehabilitation Gaming Systems Market - Key Trends & Drivers Summarized

How Are Gaming Technologies Transforming Neurorehabilitation Practices?

The global market for neurorehabilitation gaming systems is rapidly gaining momentum as gaming technologies become integral to modern neurotherapy interventions. These systems utilize motion-sensing devices, VR/AR interfaces, and gamified cognitive tasks to engage patients recovering from neurological disorders such as stroke, traumatic brain injury, multiple sclerosis, and Parkinson’s disease. Unlike conventional rehabilitation, which can be repetitive and physically taxing, neurorehabilitation gaming systems offer immersive and interactive environments that boost patient motivation, adherence, and therapy duration-critical components for neuroplastic recovery.

Gaming-based rehabilitation blends physical, cognitive, and behavioral therapy elements, allowing personalized exercises that target motor coordination, memory, reaction time, and attention span. Advanced systems leverage sensors and real-time feedback to adapt to each patient’s recovery trajectory, ensuring the right intensity and complexity for every stage of rehabilitation. By stimulating the central nervous system through multisensory interaction, these technologies encourage motor learning and cognitive engagement, significantly improving therapy outcomes.

What Are the Technological Foundations Fueling Product Advancements?

Modern neurorehabilitation gaming systems are built upon an ecosystem of hardware and software advancements. Key hardware components include inertial measurement units (IMUs), electromyography (EMG) sensors, pressure-sensitive mats, and camera-based motion trackers like Microsoft Kinect or Leap Motion. These enable real-time body movement tracking, translating physical inputs into gameplay elements. For more immersive experiences, head-mounted VR displays and haptic feedback devices simulate three-dimensional environments and tactile sensations, enriching the neurological feedback loop.

Software plays an equally transformative role, incorporating AI-based personalization, adaptive learning algorithms, and cloud-based analytics. Patient progress can be tracked longitudinally, and therapists can remotely modify treatment parameters through secure platforms. Gamified elements-such as scores, rewards, avatars, and goal-based challenges-are strategically designed to sustain engagement over long treatment cycles. In stroke recovery, for instance, VR games like virtual fishing or cooking tasks have shown significant improvement in hand-eye coordination and functional independence.

Remote neurorehabilitation has also gained ground, enabling therapy continuity outside clinical settings. Tele-gaming platforms and mobile applications are bridging accessibility gaps in rural or resource-constrained geographies. Cloud integration ensures secure data sharing between patients and clinicians, facilitating real-time intervention and better continuity of care. As these systems grow more portable, affordable, and user-centric, their relevance is expanding from hospitals to outpatient centers, eldercare homes, and individual households.

Which Applications and Global Markets Are Spearheading Adoption?

Stroke rehabilitation remains the largest and most researched application area for neurorehabilitation gaming systems. Given the growing prevalence of stroke survivors and the long-term disability they often experience, healthcare systems across developed and emerging economies are investing in tech-driven recovery solutions. Similarly, individuals with neurodegenerative diseases such as Parkinson’s and Alzheimer’s benefit from dual-task training-combining motor activity with cognitive games-to delay functional decline.

Pediatric neurorehabilitation is an emerging frontier, where playful and interactive environments enhance therapy for children with cerebral palsy, autism spectrum disorders, or developmental delays. Schools, pediatric clinics, and early intervention centers are integrating tablet-based and AR-enhanced games into therapy sessions, improving engagement and behavioral compliance. Military veterans recovering from traumatic brain injuries and PTSD are another important user group, where gamified environments offer both therapeutic engagement and emotional relief.

North America leads the global market due to strong R&D, supportive reimbursement frameworks, and institutional investment in rehabilitation infrastructure. Europe closely follows, with high adoption in public healthcare systems and academic medical centers. Asia-Pacific is registering significant growth owing to its large aging population, expanding middle class, and increased awareness of tech-enabled therapy. China, Japan, South Korea, and India are seeing rising integration of local language-based platforms tailored to regional health priorities.

What Is Fueling Growth in the Global Neurorehabilitation Gaming Systems Market?

The growth in the global neurorehabilitation gaming systems market is driven by several factors, including the rise in neurological disorders, increased healthcare digitization, and patient preference for engaging, home-based rehabilitation. With an aging global population and growing incidence of strokes, cognitive decline, and neurotrauma, the demand for scalable and effective therapy solutions is rising. Traditional therapy models are being challenged by labor shortages, access limitations, and high costs-creating an opening for tech-enhanced rehabilitation options.

Technological convergence is a major growth driver. Integration of AI, IoT, and extended reality (XR) is enhancing personalization, adherence tracking, and clinical decision-making. Reimbursement for digital therapeutics in several countries is improving commercial viability, encouraging startups and medtech giants to enter the space. Strategic partnerships between hospitals, universities, and game developers are fostering clinically validated, evidence-backed gaming protocols that align with regulatory expectations.

Patient empowerment is also contributing to market growth. With user-friendly interfaces and rewarding gameplay, individuals are more likely to initiate and continue therapy independently. As digital health literacy improves and tele-rehabilitation infrastructure expands, neurorehabilitation gaming systems are expected to evolve into mainstream components of both acute care and long-term neuro-recovery programs.

SCOPE OF STUDY:

The report analyzes the Neurorehabilitation Gaming Systems market in terms of units by the following Segments, and Geographic Regions/Countries:

Segments:

Component (Hardware Component, Software Component); Gaming System (Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems, Augmented Reality Systems); Application (Brain Stroke Rehabilitation Application, Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications); End-User (Hospitals End-User, Rehabilitation Centers End-User, Homecare Settings End-User)

Geographic Regions/Countries:

World; United States; Canada; Japan; China; Europe (France; Germany; Italy; United Kingdom; Spain; Russia; and Rest of Europe); Asia-Pacific (Australia; India; South Korea; and Rest of Asia-Pacific); Latin America (Argentina; Brazil; Mexico; and Rest of Latin America); Middle East (Iran; Israel; Saudi Arabia; United Arab Emirates; and Rest of Middle East); and Africa.

Select Competitors (Total 32 Featured) -

  • Barrow Neurological Institute
  • Bionik Laboratories
  • BrainAble (Barcelona Brain Health Initiative)
  • Brontes Processing
  • Center for Neurotechnology (CNT)
  • Cognitive Therapeutics
  • DIH Technology
  • Eodyne Systems
  • Flint Rehabilitation Devices
  • Gait Up
  • Hocoma (a DIH brand)
  • Imago Rehab
  • Kinestica
  • Khymeia Group
  • LiteGait (Mobility Research)
  • MindMaze
  • Motek Medical (A DIH brand)
  • Neurofenix
  • NeuronUP
  • Tyromotion

AI INTEGRATIONS

We're transforming market and competitive intelligence with validated expert content and AI tools.

Instead of following the general norm of querying LLMs and Industry-specific SLMs, we built repositories of content curated from domain experts worldwide including video transcripts, blogs, search engines research, and massive amounts of enterprise, product/service, and market data.

TARIFF IMPACT FACTOR

Our new release incorporates impact of tariffs on geographical markets as we predict a shift in competitiveness of companies based on HQ country, manufacturing base, exports and imports (finished goods and OEM). This intricate and multifaceted market reality will impact competitors by increasing the Cost of Goods Sold (COGS), reducing profitability, reconfiguring supply chains, amongst other micro and macro market dynamics.

TABLE OF CONTENTS

I. METHODOLOGY

II. EXECUTIVE SUMMARY

  • 1. MARKET OVERVIEW
    • Influencer Market Insights
    • World Market Trajectories
    • Tariff Impact on Global Supply Chain Patterns
    • Neurorehabilitation Gaming Systems - Global Key Competitors Percentage Market Share in 2025 (E)
    • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
  • 2. FOCUS ON SELECT PLAYERS
  • 3. MARKET TRENDS & DRIVERS
    • Rising Incidence of Stroke and Neurological Disorders Throws the Spotlight on Neurorehabilitation Gaming Systems
    • Integration of Motion Sensing and Haptic Feedback Drives Adoption in Therapeutic Settings
    • Expansion of At-Home Rehabilitation Models Spurs Demand for Interactive Gaming-Based Neurotherapies
    • Partnerships With Rehab Hospitals Strengthen Validation of Game-Based Therapy Outcomes
    • Growing Need for Patient Engagement in Therapy Regimens Accelerates Use of Gamified Rehab Tools
    • Focus on VR and AR-Enabled Therapy Environments Expands Addressable Market in Advanced Neurorehab
    • Integration of Cognitive and Motor Skill Modules Enhances Treatment Outcomes in Multi-Domain Rehabilitation
    • Interest in AI-Driven Adaptive Gaming Systems Supports Personalized Neurorehabilitation
    • Shift Toward Value-Based Healthcare Models Strengthens Case for Cost-Effective Gaming Therapies
    • Collaboration With Neurologists and PTs Enhances Functional Precision of Gaming Modules
    • Government Support for Telerehabilitation Platforms Spurs Home-Based Deployment of Gaming Systems
    • Development of Mobile App Interfaces Drives Adoption Among Tech-Savvy Patient Demographics
    • Increased Prevalence of Aging Population With Neurodegenerative Conditions Fuels Long-Term Demand
    • Innovation in Real-Time Progress Monitoring Enhances Caregiver and Clinician Feedback Loops
    • Rise in Demand for Non-Pharmacological Therapies Spurs Inclusion of Games in Rehab Protocols
    • Strategies for Insurance Reimbursement Bolster Clinical Integration of Neuro-Gaming Systems
    • Use of Gamified Environments in Pediatric Neurorehab Expands Application Across Age Groups
    • Introduction of Multiplayer and Social Modules Enhances Motivation and Retention in Long-Term Use
    • Proliferation of Cross-Platform Compatibility Enables Greater Access to Neurorehabilitation Games
    • Engagement in Clinical Trials and Academic Research Validates Efficacy and Expands Adoption
  • 4. GLOBAL MARKET PERSPECTIVE
    • TABLE 1: World Neurorehabilitation Gaming Systems Market Analysis of Annual Sales in US$ Million for Years 2014 through 2030
    • TABLE 2: World Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 3: World 6-Year Perspective for Neurorehabilitation Gaming Systems by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2025 & 2030
    • TABLE 4: World Recent Past, Current & Future Analysis for Hardware Component by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 5: World 6-Year Perspective for Hardware Component by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 6: World Recent Past, Current & Future Analysis for Software Component by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 7: World 6-Year Perspective for Software Component by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 8: World Recent Past, Current & Future Analysis for Traumatic Brain Injury Rehabilitation Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 9: World 6-Year Perspective for Traumatic Brain Injury Rehabilitation Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 10: World Recent Past, Current & Future Analysis for Parkinson's Disease Rehabilitation Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 11: World 6-Year Perspective for Parkinson's Disease Rehabilitation Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 12: World Recent Past, Current & Future Analysis for Multiple Sclerosis Rehabilitation Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 13: World 6-Year Perspective for Multiple Sclerosis Rehabilitation Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 14: World Recent Past, Current & Future Analysis for Spinal Cord Injury Rehabilitation Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 15: World 6-Year Perspective for Spinal Cord Injury Rehabilitation Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 16: World Recent Past, Current & Future Analysis for Cerebral Palsy Rehabilitation Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 17: World 6-Year Perspective for Cerebral Palsy Rehabilitation Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 18: World Recent Past, Current & Future Analysis for Other Applications by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 19: World 6-Year Perspective for Other Applications by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 20: World Recent Past, Current & Future Analysis for Brain Stroke Rehabilitation Application by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 21: World 6-Year Perspective for Brain Stroke Rehabilitation Application by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 22: World Recent Past, Current & Future Analysis for Hospitals End-User by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 23: World 6-Year Perspective for Hospitals End-User by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 24: World Recent Past, Current & Future Analysis for Rehabilitation Centers End-User by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 25: World 6-Year Perspective for Rehabilitation Centers End-User by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 26: World Recent Past, Current & Future Analysis for Homecare Settings End-User by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 27: World 6-Year Perspective for Homecare Settings End-User by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 28: World Recent Past, Current & Future Analysis for Console-based Systems by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 29: World 6-Year Perspective for Console-based Systems by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 30: World Recent Past, Current & Future Analysis for PC-based Systems by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 31: World 6-Year Perspective for PC-based Systems by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 32: World Recent Past, Current & Future Analysis for Motion Capture Systems by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 33: World 6-Year Perspective for Motion Capture Systems by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 34: World Recent Past, Current & Future Analysis for Gesture-Tracking Systems by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 35: World 6-Year Perspective for Gesture-Tracking Systems by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 36: World Recent Past, Current & Future Analysis for Virtual Reality Systems by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 37: World 6-Year Perspective for Virtual Reality Systems by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030
    • TABLE 38: World Recent Past, Current & Future Analysis for Augmented Reality Systems by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 39: World 6-Year Perspective for Augmented Reality Systems by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2025 & 2030

III. MARKET ANALYSIS

  • UNITED STATES
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
    • TABLE 40: USA Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 41: USA 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 42: USA Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 43: USA 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 44: USA Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 45: USA 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 46: USA Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 47: USA 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • CANADA
    • TABLE 48: Canada Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 49: Canada 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 50: Canada Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 51: Canada 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 52: Canada Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 53: Canada 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 54: Canada Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 55: Canada 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • JAPAN
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
    • TABLE 56: Japan Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 57: Japan 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 58: Japan Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 59: Japan 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 60: Japan Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 61: Japan 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 62: Japan Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 63: Japan 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • CHINA
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
    • TABLE 64: China Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 65: China 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 66: China Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 67: China 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 68: China Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 69: China 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 70: China Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 71: China 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • EUROPE
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
    • TABLE 72: Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 73: Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2025 & 2030
    • TABLE 74: Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 75: Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 76: Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 77: Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 78: Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 79: Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 80: Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 81: Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • FRANCE
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
    • TABLE 82: France Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 83: France 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 84: France Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 85: France 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 86: France Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 87: France 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 88: France Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 89: France 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • GERMANY
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
    • TABLE 90: Germany Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 91: Germany 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 92: Germany Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 93: Germany 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 94: Germany Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 95: Germany 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 96: Germany Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 97: Germany 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • ITALY
    • TABLE 98: Italy Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 99: Italy 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 100: Italy Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 101: Italy 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 102: Italy Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 103: Italy 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 104: Italy Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 105: Italy 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • UNITED KINGDOM
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
    • TABLE 106: UK Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 107: UK 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 108: UK Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 109: UK 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 110: UK Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 111: UK 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 112: UK Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 113: UK 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • SPAIN
    • TABLE 114: Spain Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 115: Spain 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 116: Spain Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 117: Spain 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 118: Spain Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 119: Spain 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 120: Spain Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 121: Spain 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • RUSSIA
    • TABLE 122: Russia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 123: Russia 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 124: Russia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 125: Russia 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 126: Russia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 127: Russia 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 128: Russia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 129: Russia 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • REST OF EUROPE
    • TABLE 130: Rest of Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 131: Rest of Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 132: Rest of Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 133: Rest of Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 134: Rest of Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 135: Rest of Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 136: Rest of Europe Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 137: Rest of Europe 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • ASIA-PACIFIC
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
    • TABLE 138: Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 139: Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2025 & 2030
    • TABLE 140: Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 141: Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 142: Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 143: Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 144: Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 145: Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 146: Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 147: Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • AUSTRALIA
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2025 (E)
    • TABLE 148: Australia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 149: Australia 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 150: Australia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 151: Australia 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 152: Australia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 153: Australia 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 154: Australia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 155: Australia 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • INDIA
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2025 (E)
    • TABLE 156: India Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 157: India 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 158: India Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 159: India 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 160: India Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 161: India 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 162: India Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 163: India 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • SOUTH KOREA
    • TABLE 164: South Korea Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 165: South Korea 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 166: South Korea Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 167: South Korea 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 168: South Korea Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 169: South Korea 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 170: South Korea Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 171: South Korea 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • REST OF ASIA-PACIFIC
    • TABLE 172: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 173: Rest of Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 174: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 175: Rest of Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 176: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 177: Rest of Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 178: Rest of Asia-Pacific Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 179: Rest of Asia-Pacific 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • LATIN AMERICA
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2025 (E)
    • TABLE 180: Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Geographic Region - Argentina, Brazil, Mexico and Rest of Latin America Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 181: Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by Geographic Region - Percentage Breakdown of Value Sales for Argentina, Brazil, Mexico and Rest of Latin America Markets for Years 2025 & 2030
    • TABLE 182: Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 183: Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 184: Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 185: Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 186: Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 187: Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 188: Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 189: Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • ARGENTINA
    • TABLE 190: Argentina Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 191: Argentina 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 192: Argentina Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 193: Argentina 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 194: Argentina Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 195: Argentina 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 196: Argentina Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 197: Argentina 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • BRAZIL
    • TABLE 198: Brazil Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 199: Brazil 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 200: Brazil Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 201: Brazil 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 202: Brazil Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 203: Brazil 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 204: Brazil Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 205: Brazil 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • MEXICO
    • TABLE 206: Mexico Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 207: Mexico 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 208: Mexico Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 209: Mexico 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 210: Mexico Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 211: Mexico 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 212: Mexico Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 213: Mexico 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • REST OF LATIN AMERICA
    • TABLE 214: Rest of Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 215: Rest of Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 216: Rest of Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 217: Rest of Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 218: Rest of Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 219: Rest of Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 220: Rest of Latin America Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 221: Rest of Latin America 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • MIDDLE EAST
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2025 (E)
    • TABLE 222: Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Geographic Region - Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
    • TABLE 223: Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by Geographic Region - Percentage Breakdown of Value Sales for Iran, Israel, Saudi Arabia, UAE and Rest of Middle East Markets for Years 2025 & 2030
    • TABLE 224: Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 225: Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 226: Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 227: Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 228: Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 229: Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 230: Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 231: Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • IRAN
    • TABLE 232: Iran Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 233: Iran 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 234: Iran Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 235: Iran 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 236: Iran Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 237: Iran 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 238: Iran Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 239: Iran 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • ISRAEL
    • TABLE 240: Israel Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 241: Israel 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 242: Israel Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 243: Israel 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 244: Israel Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 245: Israel 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 246: Israel Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 247: Israel 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • SAUDI ARABIA
    • TABLE 248: Saudi Arabia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 249: Saudi Arabia 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 250: Saudi Arabia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 251: Saudi Arabia 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 252: Saudi Arabia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 253: Saudi Arabia 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 254: Saudi Arabia Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 255: Saudi Arabia 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • UNITED ARAB EMIRATES
    • TABLE 256: UAE Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 257: UAE 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 258: UAE Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 259: UAE 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 260: UAE Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 261: UAE 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 262: UAE Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 263: UAE 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • REST OF MIDDLE EAST
    • TABLE 264: Rest of Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 265: Rest of Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 266: Rest of Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 267: Rest of Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 268: Rest of Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 269: Rest of Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 270: Rest of Middle East Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 271: Rest of Middle East 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030
  • AFRICA
    • Neurorehabilitation Gaming Systems Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2025 (E)
    • TABLE 272: Africa Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Component - Hardware Component and Software Component - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 273: Africa 6-Year Perspective for Neurorehabilitation Gaming Systems by Component - Percentage Breakdown of Value Sales for Hardware Component and Software Component for the Years 2025 & 2030
    • TABLE 274: Africa Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Application - Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 275: Africa 6-Year Perspective for Neurorehabilitation Gaming Systems by Application - Percentage Breakdown of Value Sales for Traumatic Brain Injury Rehabilitation Application, Parkinson's Disease Rehabilitation Application, Multiple Sclerosis Rehabilitation Application, Spinal Cord Injury Rehabilitation Application, Cerebral Palsy Rehabilitation Application, Other Applications and Brain Stroke Rehabilitation Application for the Years 2025 & 2030
    • TABLE 276: Africa Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by End-user - Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 277: Africa 6-Year Perspective for Neurorehabilitation Gaming Systems by End-user - Percentage Breakdown of Value Sales for Hospitals End-User, Rehabilitation Centers End-User and Homecare Settings End-User for the Years 2025 & 2030
    • TABLE 278: Africa Recent Past, Current & Future Analysis for Neurorehabilitation Gaming Systems by Gaming System - Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
    • TABLE 279: Africa 6-Year Perspective for Neurorehabilitation Gaming Systems by Gaming System - Percentage Breakdown of Value Sales for Console-based Systems, PC-based Systems, Motion Capture Systems, Gesture-Tracking Systems, Virtual Reality Systems and Augmented Reality Systems for the Years 2025 & 2030

IV. COMPETITION